Gear Set items now cost as much as a high end gear piece, resulting in a large price reduction.

Item prices in DZ Funds have been adjusted. Gear score 182 item prices went slightly up, as gear score 204 items got a small price decrease. These changes were made for a more normalized, fairer price increase of items with gear score.

Items priced in Phoenix Credit gear score 182 went down in price slightly, whereas items gear score 229 went slightly up. These changes were made for a more normalized, price increase of items with gear score.

Drop rates have been modified for all named NPCs encountered during missions and incursions outside of the actual boss. They will no longer guarantee High-End drops. Instead, they will guarantee crafting materials and have a chance to drop a High End or Gear Set item.

The Phoenix Credit Vendor has been removed from the Tech Wing in the Base of Operations.

Division Tech has been removed as a requirement from all High End and Gear Set blueprints.

Open World

Roamer NPC groups and bosses are now back in the open world. They now respawn every 4 hours.

Main Missions

Updated Rewards for all main missions:

Normal Mode

Boss drop:

1x Superior or High End

Reward:

1x Superior

Hard Mode

Boss drop:

1x High End

Reward:

1x High End

Challenging Mode

Boss drop:

1x High End

1x Gear Set

1x High End Mod

Reward:

2x High End or Gear Set

30 Phoenix Credits

Search & Destroy and High Value Targets

Search & Destroy will now reward the player with 5 Target Intel upon completion at the mission board for normal Search and Destroy, 10 for Critical Search and Destroy (instead of 2 and 4).

Weekly HVT vendors now sell 2 of each contract type, instead of 1.

Added 40 new High Value Target contracts to the contract pool.

Prices of High Value Target contracts have been adjusted and normalized to avoid overlaps. This results in an overall slight decrease of cost for many contracts.

Daily High Value Targets now all scale with group size.

The difficulty of some of the hardest HVT contracts have been slightly lowered.

Enemies in Search & Destroy missions will now be Normal and Veteran instead of mostly Elites.

Base skill and all mods cooldown decreased by 11% from 45 to 40 seconds

Scaling of cooldown with Skill Power set to 80%

Scaling of health with Skill Power set to 200%

Now takes 50% less damage from NPCs

Base skill and all mods: Added threat generation when the shield is deployed

Base skill and all mods: Added threat generation when shooting while the shield is deployed

Base Skill

Base health increased by 25% from 3000 to 3750

Kinectic Breaker

Base health increased b 25% from 3000 to 3750

Reactive Targeting

Base health increased by 25% from 4500 to 5625

Assault Shield

Health increased by 25% from 2250 to 2812

Smart Cover

Global changes

Smart Cover cooldown will now begin when the smart cover is destroyed

Base skill and all mods Damage Resistance decreased by 65% from 20 to 7%

Base skill and all mods Damage bonus replaced with two bonuses:

Weapon Stability +7%

Weapon Accuracy +7%

Base skill and all mods cooldown set to 60 seconds

Scaling of Defense bonus with Skill Power set to 150%

Scaling of Weapon Stability bonus with Skill Power set to 150%

Scaling of Weapon Accuracy bonus with Skill Power set to 150%

Base skill and all mods no longer have range cap

Trapper

Now applies a Stability and Accuracy debuff to enemies in cover:

Weapon Stability -5%

Weapon Accuracy -5%

Damage bonus to enemies in cover set to 5%

Damage Resistance decreased by 75% from 20 to 5%

Damage bonus replaced with two bonuses:

Weapon Stability 5%

Weapon Accuracy 5%

Recharger

Skill Haste bonus decreased by 25% from 20% to 15%

Concealment

Added threat reduction when using this cover

Signature Skills

Implemented a shared cooldown mechanic: in a group, players who receive a buff from any Signature Skill will be immune to the same signature skill for 30 seconds after the first one runs out.

Recovery Link Signature Skill

Recovery Link now revives teammates from dead state and automatically revives the player when down, in solo play.

Increased range by 25% from 40 to 50 meters

Instant heal now heals for 50% of the total health of the target

Increased heal over time duration by 140% from 5 to 12 seconds

Heal over time now heals for 100 of the total health of the target over 10s

Tactical Link Signature Skill

Removed Critical Hit Chance bonus

Decreased damage bonus by 40% from 50 to 30%

Added 3 new bonuses:

+50% RPM

+50% Reload Speed

+30% Weapon Stability

Increased range by 20% from 25 to 30 meters

Survivor Link Signature Skill

Decreased damage resistance by 38% from 80% to 50%

Decreased duration by 20% from 15s to 12s

Increased range by 20% from 25m to 30m

Weapons

Global changes

Named weapons are no longer locked to specific Gear Scores (except Damascus, which will remain available at only one Gear Score)

World tier determines the Gear Score of the weapon when it drops or is bought

All Named weapon blueprints have been removed from their sources. They will remain in your blueprints list if you already had them, but will only allow you to craft the weapon at this specific Gear Score

Named weapons will now have to be acquired through loot drops and vendors

DPS calculation now values Headshot damage differently for each weapon category to more accurately guide player when modding weapons.

Weapon recalibration: When recalibrating a weapon, the player will now be able to pick from 6 Talents additionally to the initial one (instead of 3+1). This should lower the impact of RNG and increase the chances to actually get the talent you want before you run out of tries.

Weapon Mods have been changed: they will now have one major bonus and an amount of smaller bonuses depending on the quality of the mod.

Some stats on Weapon Mods have been merged into one:

Horizontal Stability and Initial Bullet Stability are now merged with Stability

Hip Fire Accuracy is now merged with Accuracy

Damage bonuses are now additive instead of multiplicative.

Weapon Talents have been rebalanced.

Accurate: Accuracy is improved by 25% (instead of 20 to 50%)

Adept: Using a skill increases your critical hit chance by 7.5% for 15 seconds (instead of 3 to 10% for 5 seconds)

Gear Sets

Gear Set gear scores have been brought in-line with High-End gear scores tiers.

191 Gear Set items now have Gear Score 163

214 Gear Set items now have Gear Score 182

240 Gear Set items now have Gear Score 204

268 Gear Set items now have Gear Score 229

Removed the 5 piece bonus on all Gear Sets that had one.

Striker’s Battlegear

2 pieces: +20% Stability

3 pieces: +10% armor damage

4 pieces: Every consecutive hit deals 1% more damage. Stacks up to 100%. Missing shots drops bonus by 2%. Bonus is reduced by 1% every second

Tactician’s Authority

2 pieces: +10% Skill Haste

3 pieces: +10% Skill Power

4 pieces: Every bullet you and your group lands on a hostile adds 0.2% skill power to you for a max of 30% bonus. Bonus lasts for 10 seconds of not being refreshed or 10 seconds of beeing at max

Path of the Nomad

2 pieces: +14% health on kill

3 piece: Nomads Resolve - Administers a constant small heal, allowing the user to heal passed the segments of the healthbar

4 pieces: Path of the Nomad - When receiving fatal damage, you are instead healed to full health. Can only occur once every 4 minutes

Sentry’s Call

2 pieces: +30% Aiming Accuracy

3 pieces: +10% Headshot Damage

4 pieces: Headshots mark the enemy, increasing the damage inflicted on the target by 5% for a duration of 30 seconds each. A target can receive up to three marks

Lone Star

2 pieces: +100% Ammo capacity

3 pieces:

+8% LMG Damage

+8% Shotgun Damage

4 pieces: When holstering a weapon it's ammo is instantly refilled

Predator’s Mark

2 pieces: +10% Reload Speed

3 pieces:

+8% Assault Rifle Damage

+8% SMG Damage

4 pieces: Hit 10 shots without switching target to make the target take damage over time for 50% of the total amount of damage already done by those bullets

Final Measure

2 pieces: +25% Exotic damage resilience

3 pieces: +15% resistance to damage from Elites

4 pieces: When in range of hostile grenades or mortars, defuses them and adds grenades to your inventory. Can only happen once every 15 seconds

Hunter’s Faith

2 pieces: +20% Optimal Range

3 pieces: +20% Headshot Damage

4 pieces: Hitting an enemy with a bullet grants you and your group temporary protection. The further your shot, the more protection. Each group member's protection disappears after getting hit by one hostile bullet.

While Rogue, all ammo is completely refilled every 30 seconds. Damage taken from non-rogue players reduced by 10%.

While not Rogue, No Dark Zone XP or Currency is lost on death. Damage to Rogue players is increased by 10%.

Note: All existing pieces of B.L.I.N.D. will be replaced with equivalent Banshee pieces.

FireCrest

2 pieces: +3 Incendiary grenades

3 pieces:

+30% flame turret damage

+50% flame turret range

4 pieces: Damage to targets on fire is increased by 15%

AlphaBridge

2 pieces: 100% bonus health regen speed

3 pieces: +5% Weapon Damage

4 pieces: If your Primary and Secondary Weapon is of the same category, they both gain all of the unique active talents.

Reclaimer

2 pieces: +50% Consumable duration

3 pieces: +50% Support Station duration

4 pieces: Consumables and special ammo used now apply to the whole group and are not consumed on use. Triggers consumable cooldowns and cannot start consumables that are on cooldown.

Bug Fixing

Gameplay

Fixed a bug where NPC turrets would count towards Daily and Weekly Assignments for this NPC type.

Fixed a bug where named bosses could respawn in the Open World when going to a safe house.

Fixed a bug where two deprecated blueprints (Iron Sight 2 and 3) could be acquired.

Fixed a bug where NPC turrets could become invisible and indestructible if destroyed while being repaired by the NPC.

Fixed a bug where characters could be stuck on ladders when jumping on it after sprinting.

Underground

Fixed a bug where NPCs could shoot players through doors while they were being opened.

Fixed a bug where the intensity of the Directive Sickness would be decided on Operation entry, allowing for Gear swap to reduce the effect. The intensity will now dynamically adapt to the current Stamina of the player.

Skills

Fixed a bug where skills could be stuck on cooldown indefinitely in some situations

Fixed a bug where First Aid would not trigger if the player is in a firefight.

Fixed a bug where First Aid effect would not apply immediately after triggering the skill.

Fixed a bug where Smart Cover would be destroyed when used during a combat roll.

Fixed a bug where Smart Cover would be destroyed if deployed instantly while the player if aiming down sight.

Fixed a bug where Smart Cover Trapper would apply to non-hostile players.

Fixed a bug where the self-reload from the 4 piece Lone Star set would not benefit from the Support Station Ammo Cache.

Fixed a bug where Smart Cover would be destroyed by friendly or enemy explosions. Smart Cover can now only be destroyed by enemy Sticky Bomb (Flashbang) and EMP grenades.

Fixed a bug where shooting Smart Cover off a wall would remove its effect.

Fixed a bug where the self-reload from the 4 piece Lone Star set would not benefit from the Support Station Ammo Cache.

Fixed a bug where the Ammo Cache buff would be lost when two Support Stations with this mod would overlap each other and one of them be destroyed.

Fixed a bug where fire damage dealt to a player using the Ballistic Shield would be dealt to the player instead of the Shield.

Fixed a bug where players could retain the Mobile Cover buff after leaving the cover.

Fixed a bug where the game could freeze when holding the skill deployment button of a second skill when the character was using a Mobile Cover.

Fixed a bug where activating a skill during a cover to cover move and then ending the move could lead to all skills being stuck on cooldown.

Fixed a bug where First Aid Booster Shot would not provide the expected Damage bonus.

Fixed a bug where First Aid would revive players no matter which Skill Mod was selected.

Fixed a bug where Recovery Link heal would not apply if the targeted player is currently aiming with a skill.

Fixed a bug where Smart Cover would be destroyed by enemy grenades (EMP grenades can still destroy Smart Cover, as intended).

Fixed a bug where Support Station would not revive a player if the Station caster is also in downed state.

Fixed a bug where Recovery Link would not trigger correctly when the player dies.

Fixed a bug where Mobile Cover Countermeasures would not correctly hide the agent from Pulse.

Fixed a bug where players were unable to use a Signature Skill while aiming with grenades.

Fixed a bug where skills could be stuck in permanent cooldown.

Fixed a bug where instant-firing the Sticky Bomb while another skill is readied could cause display issues.

Fixed a bug where instant-using Mobile Cover while aiming with another skill could cause issues with the Mobile Cover.

Fixed a bug where Support Station Ammo Cache was affected by its own Skill Haste bonus.

Fixed a bug where self-casting First Aid while aiming down sight would drop the First Aid to the ground instead of applying it directly to the caster.

Fixed a bug where players revived with First Aid Defibrillator would not get the immunity they usually get with other revive methods.

Talents

Fixed a bug where Repo Reaper would give bullets to the player when killing an enemy with the primary weapon.

Fixed a bug where Tactical Advance damage bonus would not be calculated correctly.

Fixed a bug where Triage would apply to consumable cooldowns.

Fixed a bug where Specialized would not correctly increase Skill Power.

Fixed a bug where Resourceful would not apply to Ballistic Shield.

Controls

[PC] Fixed a bug where going into cover while keeping the holding the mouse button for continuous fire would interrupt shooting until the mousebutton is released and pressed again.

Gear Sets

Fixed a bug where the Striker 4 pieces buff would be lost when switching between primary and secondary weapon.

Fixed a bug where AlphaBridge would not take a Weapon Talent into account if both weapons have it and the requirements are not met on either one of them.

Fixed a bug where the 4-piece talent of Final Measure would not defuse the APC Mortar shells in Falcon Lost.

UI

Fixed a bug where the supply drop helicopter could be heard from the map in a safe house.

Fixed a bug where opening the mod menu from the inventory would always open for the equipped weapon instead of the selected weapon.

Fixed a bug where the character and background would turn dark while trying to browse the appearance tab in the inventory.

Fixed a bug where Audio would drop out on PS4.

Fixed a bug where Grenade range was not displayed properly and appeared smaller than it actually is.

Fixed a bug where bonus Medkits and Ammo gathered with specific backpacks or gear items equipped would remain after swapping to other items.

Fixed a bug where players would reach maximum capacity for vanity items and wouldn’t be able to pick up new ones.

Fixed a bug where using Ammo Cache Support Station in the Underground with Waste Not Want Not Directive active could result in negative ammo.

Fixed various text errors and misspells.

Fixed a bug where the third bonus from High End weapon mods would not show when the mod is attached to a weapon.

Fixed a bug where some settings would reset to default when the game is restarted.

Fixed a bug where the World Level Tier tutorial would show up every time the player would enter the Terminal.

Fixed a bug where the Valkyria blueprint would not appear at the blueprint vendor.